// Utilities
var Vector3 = {};
var Matrix44 = {};
Vector3.create = function (x, y, z) {
  return { x: x, y: y, z: z };
};
Vector3.dot = function (v0, v1) {
  return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
};
Vector3.cross = function (v, v0, v1) {
  v.x = v0.y * v1.z - v0.z * v1.y;
  v.y = v0.z * v1.x - v0.x * v1.z;
  v.z = v0.x * v1.y - v0.y * v1.x;
};
Vector3.normalize = function (v) {
  var l = v.x * v.x + v.y * v.y + v.z * v.z;
  if (l > 0.00001) {
    l = 1.0 / Math.sqrt(l);
    v.x *= l;
    v.y *= l;
    v.z *= l;
  }
};
Vector3.arrayForm = function (v) {
  if (v.array) {
    v.array[0] = v.x;
    v.array[1] = v.y;
    v.array[2] = v.z;
  } else {
    v.array = new Float32Array([v.x, v.y, v.z]);
  }
  return v.array;
};
Matrix44.createIdentity = function () {
  return new Float32Array([
    1.0,
    0.0,
    0.0,
    0.0,
    0.0,
    1.0,
    0.0,
    0.0,
    0.0,
    0.0,
    1.0,
    0.0,
    0.0,
    0.0,
    0.0,
    1.0,
  ]);
};
Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
  var h = near * Math.tan(((vdeg * Math.PI) / 180.0) * 0.5) * 2.0;
  var w = h * aspect;

  m[0] = (2.0 * near) / w;
  m[1] = 0.0;
  m[2] = 0.0;
  m[3] = 0.0;

  m[4] = 0.0;
  m[5] = (2.0 * near) / h;
  m[6] = 0.0;
  m[7] = 0.0;

  m[8] = 0.0;
  m[9] = 0.0;
  m[10] = -(far + near) / (far - near);
  m[11] = -1.0;

  m[12] = 0.0;
  m[13] = 0.0;
  m[14] = (-2.0 * far * near) / (far - near);
  m[15] = 0.0;
};
Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
  var frontv = Vector3.create(
    vpos.x - vlook.x,
    vpos.y - vlook.y,
    vpos.z - vlook.z
  );
  Vector3.normalize(frontv);
  var sidev = Vector3.create(1.0, 0.0, 0.0);
  Vector3.cross(sidev, vup, frontv);
  Vector3.normalize(sidev);
  var topv = Vector3.create(1.0, 0.0, 0.0);
  Vector3.cross(topv, frontv, sidev);
  Vector3.normalize(topv);

  m[0] = sidev.x;
  m[1] = topv.x;
  m[2] = frontv.x;
  m[3] = 0.0;

  m[4] = sidev.y;
  m[5] = topv.y;
  m[6] = frontv.y;
  m[7] = 0.0;

  m[8] = sidev.z;
  m[9] = topv.z;
  m[10] = frontv.z;
  m[11] = 0.0;

  m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
  m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
  m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
  m[15] = 1.0;
};

//
var timeInfo = {
  start: 0,
  prev: 0, // Date
  delta: 0,
  elapsed: 0, // Number(sec)
};

//
var gl;
var renderSpec = {
  width: 0,
  height: 0,
  aspect: 1,
  array: new Float32Array(3),
  halfWidth: 0,
  halfHeight: 0,
  halfArray: new Float32Array(3),
  // and some render targets. see setViewport()
};
renderSpec.setSize = function (w, h) {
  renderSpec.width = w;
  renderSpec.height = h;
  renderSpec.aspect = renderSpec.width / renderSpec.height;
  renderSpec.array[0] = renderSpec.width;
  renderSpec.array[1] = renderSpec.height;
  renderSpec.array[2] = renderSpec.aspect;

  renderSpec.halfWidth = Math.floor(w / 2);
  renderSpec.halfHeight = Math.floor(h / 2);
  renderSpec.halfArray[0] = renderSpec.halfWidth;
  renderSpec.halfArray[1] = renderSpec.halfHeight;
  renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
};

function deleteRenderTarget(rt) {
  gl.deleteFramebuffer(rt.frameBuffer);
  gl.deleteRenderbuffer(rt.renderBuffer);
  gl.deleteTexture(rt.texture);
}

function createRenderTarget(w, h) {
  var ret = {
    width: w,
    height: h,
    sizeArray: new Float32Array([w, h, w / h]),
    dtxArray: new Float32Array([1.0 / w, 1.0 / h]),
  };
  ret.frameBuffer = gl.createFramebuffer();
  ret.renderBuffer = gl.createRenderbuffer();
  ret.texture = gl.createTexture();

  gl.bindTexture(gl.TEXTURE_2D, ret.texture);
  gl.texImage2D(
    gl.TEXTURE_2D,
    0,
    gl.RGBA,
    w,
    h,
    0,
    gl.RGBA,
    gl.UNSIGNED_BYTE,
    null
  );
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

  gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
  gl.framebufferTexture2D(
    gl.FRAMEBUFFER,
    gl.COLOR_ATTACHMENT0,
    gl.TEXTURE_2D,
    ret.texture,
    0
  );

  gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
  gl.framebufferRenderbuffer(
    gl.FRAMEBUFFER,
    gl.DEPTH_ATTACHMENT,
    gl.RENDERBUFFER,
    ret.renderBuffer
  );

  gl.bindTexture(gl.TEXTURE_2D, null);
  gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  gl.bindFramebuffer(gl.FRAMEBUFFER, null);

  return ret;
}

function compileShader(shtype, shsrc) {
  var retsh = gl.createShader(shtype);

  gl.shaderSource(retsh, shsrc);
  gl.compileShader(retsh);

  if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
    var errlog = gl.getShaderInfoLog(retsh);
    gl.deleteShader(retsh);
    console.error(errlog);
    return null;
  }
  return retsh;
}

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
  var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
  var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

  if (vsh == null || fsh == null) {
    return null;
  }

  var prog = gl.createProgram();
  gl.attachShader(prog, vsh);
  gl.attachShader(prog, fsh);

  gl.deleteShader(vsh);
  gl.deleteShader(fsh);

  gl.linkProgram(prog);
  if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
    var errlog = gl.getProgramInfoLog(prog);
    console.error(errlog);
    return null;
  }

  if (uniformlist) {
    prog.uniforms = {};
    for (var i = 0; i < uniformlist.length; i++) {
      prog.uniforms[uniformlist[i]] = gl.getUniformLocation(
        prog,
        uniformlist[i]
      );
    }
  }

  if (attrlist) {
    prog.attributes = {};
    for (var i = 0; i < attrlist.length; i++) {
      var attr = attrlist[i];
      prog.attributes[attr] = gl.getAttribLocation(prog, attr);
    }
  }

  return prog;
}

function useShader(prog) {
  gl.useProgram(prog);
  for (var attr in prog.attributes) {
    gl.enableVertexAttribArray(prog.attributes[attr]);
  }
}

function unuseShader(prog) {
  for (var attr in prog.attributes) {
    gl.disableVertexAttribArray(prog.attributes[attr]);
  }
  gl.useProgram(null);
}

/////
var projection = {
  angle: 60,
  nearfar: new Float32Array([0.1, 100.0]),
  matrix: Matrix44.createIdentity(),
};
var camera = {
  position: Vector3.create(0, 0, 100),
  lookat: Vector3.create(0, 0, 0),
  up: Vector3.create(0, 1, 0),
  dof: Vector3.create(10.0, 4.0, 8.0),
  matrix: Matrix44.createIdentity(),
};

var pointFlower = {};
var meshFlower = {};
var sceneStandBy = false;

var BlossomParticle = function () {
  this.velocity = new Array(3);
  this.rotation = new Array(3);
  this.position = new Array(3);
  this.euler = new Array(3);
  this.size = 1.0;
  this.alpha = 1.0;
  this.zkey = 0.0;
};

BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
  this.velocity[0] = vx;
  this.velocity[1] = vy;
  this.velocity[2] = vz;
};

BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
  this.rotation[0] = rx;
  this.rotation[1] = ry;
  this.rotation[2] = rz;
};

BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
  this.position[0] = nx;
  this.position[1] = ny;
  this.position[2] = nz;
};

BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
  this.euler[0] = rx;
  this.euler[1] = ry;
  this.euler[2] = rz;
};

BlossomParticle.prototype.setSize = function (s) {
  this.size = s;
};

BlossomParticle.prototype.update = function (dt, et) {
  this.position[0] += this.velocity[0] * dt;
  this.position[1] += this.velocity[1] * dt;
  this.position[2] += this.velocity[2] * dt;

  this.euler[0] += this.rotation[0] * dt;
  this.euler[1] += this.rotation[1] * dt;
  this.euler[2] += this.rotation[2] * dt;
};

function createPointFlowers() {
  // get point sizes
  var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
  renderSpec.pointSize = { min: prm[0], max: prm[1] };

  var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
  var frgsrc = document.getElementById("sakura_point_fsh").textContent;

  pointFlower.program = createShader(
    vtxsrc,
    frgsrc,
    ["uProjection", "uModelview", "uResolution", "uOffset", "uDOF", "uFade"],
    ["aPosition", "aEuler", "aMisc"]
  );

  useShader(pointFlower.program);
  pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
  pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

  // paramerters: velocity[3], rotate[3]
  pointFlower.numFlowers = 1600;
  pointFlower.particles = new Array(pointFlower.numFlowers);
  // vertex attributes {position[3], euler_xyz[3], size[1]}
  pointFlower.dataArray = new Float32Array(
    pointFlower.numFlowers * (3 + 3 + 2)
  );
  pointFlower.positionArrayOffset = 0;
  pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
  pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

  pointFlower.buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  unuseShader(pointFlower.program);

  for (var i = 0; i < pointFlower.numFlowers; i++) {
    pointFlower.particles[i] = new BlossomParticle();
  }
}

function initPointFlowers() {
  //area
  pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
  pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

  pointFlower.fader.x = 10.0; //env fade start
  pointFlower.fader.y = pointFlower.area.z; //env fade half
  pointFlower.fader.z = 0.1; //near fade start

  //particles
  var PI2 = Math.PI * 2.0;
  var tmpv3 = Vector3.create(0, 0, 0);
  var tmpv = 0;
  var symmetryrand = function () {
    return Math.random() * 2.0 - 1.0;
  };
  for (var i = 0; i < pointFlower.numFlowers; i++) {
    var tmpprtcl = pointFlower.particles[i];

    //velocity
    tmpv3.x = symmetryrand() * 0.3 + 0.8;
    tmpv3.y = symmetryrand() * 0.2 - 1.0;
    tmpv3.z = symmetryrand() * 0.3 + 0.5;
    Vector3.normalize(tmpv3);
    tmpv = 2.0 + Math.random() * 1.0;
    tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

    //rotation
    tmpprtcl.setRotation(
      symmetryrand() * PI2 * 0.5,
      symmetryrand() * PI2 * 0.5,
      symmetryrand() * PI2 * 0.5
    );

    //position
    tmpprtcl.setPosition(
      symmetryrand() * pointFlower.area.x,
      symmetryrand() * pointFlower.area.y,
      symmetryrand() * pointFlower.area.z
    );

    //euler
    tmpprtcl.setEulerAngles(
      Math.random() * Math.PI * 2.0,
      Math.random() * Math.PI * 2.0,
      Math.random() * Math.PI * 2.0
    );

    //size
    tmpprtcl.setSize(0.9 + Math.random() * 0.1);
  }
}

function renderPointFlowers() {
  //update
  var PI2 = Math.PI * 2.0;
  var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
  var repeatPos = function (prt, cmp, limit) {
    if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
      //out of area
      if (prt.position[cmp] > 0) {
        prt.position[cmp] -= limit * 2.0;
      } else {
        prt.position[cmp] += limit * 2.0;
      }
    }
  };
  var repeatEuler = function (prt, cmp) {
    prt.euler[cmp] = prt.euler[cmp] % PI2;
    if (prt.euler[cmp] < 0.0) {
      prt.euler[cmp] += PI2;
    }
  };

  for (var i = 0; i < pointFlower.numFlowers; i++) {
    var prtcl = pointFlower.particles[i];
    prtcl.update(timeInfo.delta, timeInfo.elapsed);
    repeatPos(prtcl, 0, pointFlower.area.x);
    repeatPos(prtcl, 1, pointFlower.area.y);
    repeatPos(prtcl, 2, pointFlower.area.z);
    repeatEuler(prtcl, 0);
    repeatEuler(prtcl, 1);
    repeatEuler(prtcl, 2);

    prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

    prtcl.zkey =
      camera.matrix[2] * prtcl.position[0] +
      camera.matrix[6] * prtcl.position[1] +
      camera.matrix[10] * prtcl.position[2] +
      camera.matrix[14];
  }

  // sort
  pointFlower.particles.sort(function (p0, p1) {
    return p0.zkey - p1.zkey;
  });

  // update data
  var ipos = pointFlower.positionArrayOffset;
  var ieuler = pointFlower.eulerArrayOffset;
  var imisc = pointFlower.miscArrayOffset;
  for (var i = 0; i < pointFlower.numFlowers; i++) {
    var prtcl = pointFlower.particles[i];
    pointFlower.dataArray[ipos] = prtcl.position[0];
    pointFlower.dataArray[ipos + 1] = prtcl.position[1];
    pointFlower.dataArray[ipos + 2] = prtcl.position[2];
    ipos += 3;
    pointFlower.dataArray[ieuler] = prtcl.euler[0];
    pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
    pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
    ieuler += 3;
    pointFlower.dataArray[imisc] = prtcl.size;
    pointFlower.dataArray[imisc + 1] = prtcl.alpha;
    imisc += 2;
  }

  //draw
  gl.enable(gl.BLEND);
  //gl.disable(gl.DEPTH_TEST);
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

  var prog = pointFlower.program;
  useShader(prog);

  gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
  gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
  gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
  gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

  gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
  gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

  gl.vertexAttribPointer(
    prog.attributes.aPosition,
    3,
    gl.FLOAT,
    false,
    0,
    pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT
  );
  gl.vertexAttribPointer(
    prog.attributes.aEuler,
    3,
    gl.FLOAT,
    false,
    0,
    pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT
  );
  gl.vertexAttribPointer(
    prog.attributes.aMisc,
    2,
    gl.FLOAT,
    false,
    0,
    pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT
  );

  // doubler
  for (var i = 1; i < 2; i++) {
    var zpos = i * -2.0;
    pointFlower.offset[0] = pointFlower.area.x * -1.0;
    pointFlower.offset[1] = pointFlower.area.y * -1.0;
    pointFlower.offset[2] = pointFlower.area.z * zpos;
    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * -1.0;
    pointFlower.offset[1] = pointFlower.area.y * 1.0;
    pointFlower.offset[2] = pointFlower.area.z * zpos;
    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * 1.0;
    pointFlower.offset[1] = pointFlower.area.y * -1.0;
    pointFlower.offset[2] = pointFlower.area.z * zpos;
    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    pointFlower.offset[0] = pointFlower.area.x * 1.0;
    pointFlower.offset[1] = pointFlower.area.y * 1.0;
    pointFlower.offset[2] = pointFlower.area.z * zpos;
    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  }

  //main
  pointFlower.offset[0] = 0.0;
  pointFlower.offset[1] = 0.0;
  pointFlower.offset[2] = 0.0;
  gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  unuseShader(prog);

  gl.enable(gl.DEPTH_TEST);
  gl.disable(gl.BLEND);
}

// effects
//common util
function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
  var ret = {};
  var unifs = ["uResolution", "uSrc", "uDelta"];
  if (exunifs) {
    unifs = unifs.concat(exunifs);
  }
  var attrs = ["aPosition"];
  if (exattrs) {
    attrs = attrs.concat(exattrs);
  }

  ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
  useShader(ret.program);

  ret.dataArray = new Float32Array([
    -1.0,
    -1.0,
    1.0,
    -1.0,
    -1.0,
    1.0,
    1.0,
    1.0,
  ]);
  ret.buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
  gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  unuseShader(ret.program);

  return ret;
}

// basic usage
// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
// gl.uniform**(...); //additional uniforms
// drawEffect()
// unuseEffect(prog)
// TEXTURE0 makes src
function useEffect(fxobj, srctex) {
  var prog = fxobj.program;
  useShader(prog);
  gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

  if (srctex != null) {
    gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
    gl.uniform1i(prog.uniforms.uSrc, 0);

    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
  }
}
function drawEffect(fxobj) {
  gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
  gl.vertexAttribPointer(
    fxobj.program.attributes.aPosition,
    2,
    gl.FLOAT,
    false,
    0,
    0
  );
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
function unuseEffect(fxobj) {
  unuseShader(fxobj.program);
}

var effectLib = {};
function createEffectLib() {
  var vtxsrc, frgsrc;
  //common
  var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

  //background
  frgsrc = document.getElementById("bg_fsh").textContent;
  effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ["uTimes"], null);

  // make brightpixels buffer
  frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
  effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

  // direction blur
  frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
  effectLib.dirBlur = createEffectProgram(
    cmnvtxsrc,
    frgsrc,
    ["uBlurDir"],
    null
  );

  //final composite
  vtxsrc = document.getElementById("pp_final_vsh").textContent;
  frgsrc = document.getElementById("pp_final_fsh").textContent;
  effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ["uBloom"], null);
}

// background
function createBackground() {
  //console.log("create background");
}
function initBackground() {
  //console.log("init background");
}
function renderBackground() {
  gl.disable(gl.DEPTH_TEST);

  useEffect(effectLib.sceneBg, null);
  gl.uniform2f(
    effectLib.sceneBg.program.uniforms.uTimes,
    timeInfo.elapsed,
    timeInfo.delta
  );
  drawEffect(effectLib.sceneBg);
  unuseEffect(effectLib.sceneBg);

  gl.enable(gl.DEPTH_TEST);
}

// post process
var postProcess = {};
function createPostProcess() {
  //console.log("create post process");
}
function initPostProcess() {
  //console.log("init post process");
}

function renderPostProcess() {
  gl.enable(gl.TEXTURE_2D);
  gl.disable(gl.DEPTH_TEST);
  var bindRT = function (rt, isclear) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
    gl.viewport(0, 0, rt.width, rt.height);
    if (isclear) {
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    }
  };

  //make bright buff
  bindRT(renderSpec.wHalfRT0, true);
  useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
  drawEffect(effectLib.mkBrightBuf);
  unuseEffect(effectLib.mkBrightBuf);

  // make bloom
  for (var i = 0; i < 2; i++) {
    var p = 1.5 + 1 * i;
    var s = 2.0 + 1 * i;
    bindRT(renderSpec.wHalfRT1, true);
    useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
    drawEffect(effectLib.dirBlur);
    unuseEffect(effectLib.dirBlur);

    bindRT(renderSpec.wHalfRT0, true);
    useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
    gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
    drawEffect(effectLib.dirBlur);
    unuseEffect(effectLib.dirBlur);
  }

  //display
  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  gl.viewport(0, 0, renderSpec.width, renderSpec.height);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  useEffect(effectLib.finalComp, renderSpec.mainRT);
  gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
  gl.activeTexture(gl.TEXTURE1);
  gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
  drawEffect(effectLib.finalComp);
  unuseEffect(effectLib.finalComp);

  gl.enable(gl.DEPTH_TEST);
}

/////
var SceneEnv = {};
function createScene() {
  if (
    navigator.userAgent.match(
      /(phone|pod|iPhone|iPod|ios|Android|Mobile|BlackBerry|IEMobile|MQQBrowser|JUC|Fennec|wOSBrowser|BrowserNG|WebOS|Symbian|Windows Phone)/i
    )
  ) {
    var box = document.querySelectorAll(".box")[0];
    console.log(box, "移动端");
    // box.style.marginTop = "65%";
    box.style.left = "40%";
  }
  createEffectLib();
  createBackground();
  createPointFlowers();
  createPostProcess();
  sceneStandBy = true;
}

function initScene() {
  initBackground();
  initPointFlowers();
  initPostProcess();

  //camera.position.z = 17.320508;
  camera.position.z = pointFlower.area.z + projection.nearfar[0];
  projection.angle =
    ((Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) *
      180.0) /
      Math.PI) *
    2.0;
  Matrix44.loadProjection(
    projection.matrix,
    renderSpec.aspect,
    projection.angle,
    projection.nearfar[0],
    projection.nearfar[1]
  );
}

function renderScene() {
  //draw
  Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

  gl.enable(gl.DEPTH_TEST);

  //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
  gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
  gl.clearColor(0.005, 0, 0.05, 0);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  renderBackground();
  renderPointFlowers();
  renderPostProcess();
}

/////
function onResize(e) {
  makeCanvasFullScreen(document.getElementById("sakura"));
  setViewports();
  if (sceneStandBy) {
    initScene();
  }
}

function setViewports() {
  renderSpec.setSize(gl.canvas.width, gl.canvas.height);

  gl.clearColor(0.2, 0.2, 0.5, 1.0);
  gl.viewport(0, 0, renderSpec.width, renderSpec.height);

  var rtfunc = function (rtname, rtw, rth) {
    var rt = renderSpec[rtname];
    if (rt) deleteRenderTarget(rt);
    renderSpec[rtname] = createRenderTarget(rtw, rth);
  };
  rtfunc("mainRT", renderSpec.width, renderSpec.height);
  rtfunc("wFullRT0", renderSpec.width, renderSpec.height);
  rtfunc("wFullRT1", renderSpec.width, renderSpec.height);
  rtfunc("wHalfRT0", renderSpec.halfWidth, renderSpec.halfHeight);
  rtfunc("wHalfRT1", renderSpec.halfWidth, renderSpec.halfHeight);
}

function render() {
  renderScene();
}

var animating = true;
function toggleAnimation(elm) {
  animating ^= true;
  if (animating) animate();
  if (elm) {
    elm.innerHTML = animating ? "Stop" : "Start";
  }
}

function stepAnimation() {
  if (!animating) animate();
}

function animate() {
  var curdate = new Date();
  timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
  timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
  timeInfo.prev = curdate;

  if (animating) requestAnimationFrame(animate);
  render();
}

function makeCanvasFullScreen(canvas) {
  var b = document.body;
  var d = document.documentElement;
  fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
  fullh = Math.max(
    b.clientHeight,
    b.scrollHeight,
    d.scrollHeight,
    d.clientHeight
  );
  canvas.width = fullw;
  canvas.height = fullh;
}

window.addEventListener("load", function (e) {
  var canvas = document.getElementById("sakura");
  try {
    makeCanvasFullScreen(canvas);
    gl = canvas.getContext("experimental-webgl");
  } catch (e) {
    alert("WebGL not supported." + e);
    console.error(e);
    return;
  }

  window.addEventListener("resize", onResize);

  setViewports();
  createScene();
  initScene();

  timeInfo.start = new Date();
  timeInfo.prev = timeInfo.start;
  animate();
});

//set window.requestAnimationFrame
(function (w, r) {
  w["r" + r] =
    w["r" + r] ||
    w["webkitR" + r] ||
    w["mozR" + r] ||
    w["msR" + r] ||
    w["oR" + r] ||
    function (c) {
      w.setTimeout(c, 1000 / 60);
    };
})(window, "equestAnimationFrame");
